Contests & Promotions

Now I’m sure that anyone who has played magic long enough has met up with a burning bridge deck of some sort. And taken from experience, playing against a burning bridge deck is one of the most annoying things in magic. (You sit there, stare at your deck, and wait to die) For those of you that haven’t played against or heard about the burning bridge deck, here’s a quick synopsis on what the deck does.

A burning bridge deck is filled with no creatures, and lots and lots of burn spells. The deck’s purpose is to get Ensnaring Bridge

. This card has been used in burning bridge decks since forever, but was not able to make into any other kind of decks, especially not blue ones. Well today, I’m going to change all that. Today, I will break the rules and use Ensnaring Bridge

- This card is important to the deck, as it allows you to punish your opponent for holding cards in their hands. Rarely will this maiden ever hurt you as you’ll rarely, if ever, have any card in your hand. This card, along with Mesmeric Orb

will create some serious injury to your opponent’s library. Do remember though, that most of the time, this card will simply get killed, and that’s okay, she is not of the utmost importance to this deck. She only helps to deck an opponent faster. Feel free to side her out for anything you wish.

. This card is more than necessary in this deck, it will fetch you the most important artifact that you need, be that a Scepter, Bridge, or Orb. While the three casting cost hurts a lot, this deck can’t live without this card.

- A part of the lock, this nifty little card will stop your opponents from playing spells, (Unless they want to lose a huge chunk of their library from the Orb). Yes, this deck will mill you pretty fact also, but you will always deck your opponent’s deck before the Orb kills you. After all, your deck is devoted to decking.

- The only card that you can hold in your hand. The sole purpose of this card is to deal with unexpected surprises such as massive amount of soldier token followed by a spell that will make you draw card. This is an insurance that you will never die to the onslaught of creatures.

- Speed is all in this deck. The ability to lock down your opponents on the first turn is much valuable than the loss of one card. As once this deck gets the lock, almost half of your opponents’ card will be useless draws for them. This card also serve the purpose of getting your hands size down really fast.

- A new addition to the deck, this land will function very well. As the colorless mana is never a problem, so why not an indestructible land. It’ll help against LD decks.

Talismans - Simply another way to speed up your mana.

Now, let’s talk about how this deck plays, as it’s pretty complicated.

The first thing you want to do with deck is to get a Bridge in play while getting rid of all of your cards. Most of the time though, you can usually get a Bridge along with a Scepter imprinted with either a Boomerang

really shines. You can use it to get rid of a problematic permanent, forcing your opponents to recast them, or you can use it to bounce your own Orb during the end of their turn so you don’t have to mill yourself. Either way, try to get it imprinted on an Isochron Scepter

Goblin 25%-75%I’ll be honest with you, if your metagame is goblins goblins and more goblins. Then this isn’t the deck for you. The problem is the amount of cheap artifact removal combined with the rush that can usually get you down to enough life before you can stabilize with a bridge so that they can just burn you out. There really is nothing you can do, just accept the fact that you’re gonna lose against goblins

Affinity 75%25%If, instead, your metagame is affinity affinity and more affinity, then this is the deck for you. This deck will crush any affinity deck as they simply can’t attack through a bridge, and that means that they can’t do anything at all. The only thing to truly watch out for is if they use Sharpnal Blast. But other than that, it’s easy cruising with affinity.

U/W control 50%-50%And here’s the game where your skill will be tested to the max. This is winnable, though definitely not easy. The main problem being Akroma’s Vengeance

to recover, and usually, all of their creatures are completely helpless to a Bridge. You also have the advantage of being rogue. This is a hard match, but with some work, it’s winnable.

To all things come an end, and I hope that you’ll give this deck a try; it’s a blast to play. My next few articles will take a retirement from writing strange rogue decks to a review of the new set, darksteel.

Rate Article

5 (best) 4 3 2 1

Discuss Article

Click here
to discuss this article in forum or leave comments for the author.

RSS Feed
This article is provided to you by CardShark.com - A Better Way to Buy and Sell Collectable Games Online.
Please check out the rest of our site - you won't be disappointed.